Advanced AI for navmesh based graphs.
- Deprecated:
- Use the RichAI class instead. This class only exists for compatibility reasons.
- A* Pro Feature:
- This is an A* Pathfinding Project Pro feature only. This function/class/variable might not exist in the Free version of the A* Pathfinding Project or the functionality might be limited
The Pro version can be bought here
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override void | SearchPath () |
| Recalculate the current path. More...
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override void | Teleport (Vector3 newPosition, bool clearPath=true) |
| Instantly move the agent to a new position. More...
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void | UpdatePath () |
| Force recalculation of the current path. More...
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virtual void | FinalizeMovement (Vector3 nextPosition, Quaternion nextRotation) |
| Moves the agent to a position. More...
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virtual void | FindComponents () |
| Looks for any attached components like RVOController and CharacterController etc. More...
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virtual Vector3 | GetFeetPosition () |
| Position of the base of the character. More...
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virtual void | Move (Vector3 deltaPosition) |
| Move the agent. More...
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void | MovementUpdate (float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) |
| Calculate how the character wants to move during this frame. More...
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void | SetPath (Path path) |
| Make the AI follow the specified path. More...
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Quaternion | SimulateRotationTowards (Vector3 direction, float maxDegrees) |
| Simulates rotating the agent towards the specified direction and returns the new rotation. More...
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void | FinalizeMovement (Vector3 nextPosition, Quaternion nextRotation) |
| Move the agent. More...
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void | Move (Vector3 deltaPosition) |
| Move the agent. More...
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void | MovementUpdate (float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) |
| Calculate how the character wants to move during this frame. More...
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void | SetPath (Path path) |
| Make the AI follow the specified path. More...
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static readonly Color | ShapeGizmoColor = new Color(240/255f, 213/255f, 30/255f) |
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bool | delayUpdatePath |
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float | distanceToSteeringTarget = float.PositiveInfinity |
| Distance to steeringTarget in the movement plane. More...
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bool | lastCorner |
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readonly List< Vector3 > | nextCorners = new List<Vector3>() |
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readonly RichPath | richPath = new RichPath() |
| Holds the current path that this agent is following. More...
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readonly List< Vector3 > | wallBuffer = new List<Vector3>() |
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CharacterController | controller |
| Cached CharacterController component. More...
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Vector2 | lastDeltaPosition |
| Amount which the character wants or tried to move with during the last frame. More...
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float | lastDeltaTime |
| Delta time used for movement during the last frame. More...
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float | lastRepath = float.NegativeInfinity |
| Time when the last path request was started. More...
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int | prevFrame |
| Last frame index when prevPosition1 was updated. More...
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Vector3 | prevPosition1 |
| Position of the character at the end of the last frame. More...
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Vector3 | prevPosition2 |
| Position of the character at the end of the frame before the last frame. More...
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Rigidbody | rigid |
| Cached Rigidbody component. More...
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Rigidbody2D | rigid2D |
| Cached Rigidbody component. More...
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RVOController | rvoController |
| Cached RVOController component. More...
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Seeker | seeker |
| Cached Seeker component. More...
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Vector3 | simulatedPosition |
| Position of the agent. More...
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Quaternion | simulatedRotation |
| Rotation of the agent. More...
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Transform | tr |
| Cached Transform component. More...
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Vector2 | velocity2D |
| Current desired velocity of the agent (does not include local avoidance and physics). More...
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float | verticalVelocity |
| Velocity due to gravity. More...
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bool | waitingForPathCalculation = false |
| Only when the previous path has been calculated should the script consider searching for a new path. More...
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static readonly Color | GizmoColorPath = new Color(8.0f/255, 78.0f/255, 194.0f/255) |
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Animation | anim [get, set] |
| Anim for off-mesh links. More...
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bool | ApproachingPartEndpoint [get] |
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bool | approachingPartEndpoint [get] |
| True if approaching the last waypoint in the current part of the path. More...
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bool | ApproachingPathEndpoint [get] |
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bool | approachingPathEndpoint [get] |
| True if approaching the last waypoint of all parts in the current path. More...
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bool IAstarAI. | canMove [get, set] |
| Enables or disables movement completely. More...
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bool IAstarAI. | canSearch [get, set] |
| Enables or disables recalculating the path at regular intervals. More...
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float | DistanceToNextWaypoint [get] |
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bool | hasPath [get] |
| True if this agent currently has a path that it follows. More...
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float IAstarAI. | height [get, set] |
| Radius of the agent in world units. More...
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float IAstarAI. | maxSpeed [get, set] |
| Max speed in world units per second. More...
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Vector3 | NextWaypoint [get] |
| Waypoint that the agent is moving towards. More...
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bool | PathPending [get] |
| True if a path to the target is currently being calculated. More...
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bool | pathPending [get] |
| True if a path is currently being calculated. More...
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float IAstarAI. | radius [get, set] |
| Height of the agent in world units. More...
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override bool | reachedDestination [get] |
| True if the ai has reached the destination. More...
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bool | reachedEndOfPath [get] |
| True if the agent has reached the end of the current path. More...
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float | remainingDistance [get] |
| Remaining distance along the current path to the end of the path. More...
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bool | repeatedlySearchPaths [get, set] |
| Search for new paths repeatedly. More...
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override bool | shouldRecalculatePath [get] |
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Vector3 | steeringTarget [get, protected set] |
| Point on the path which the agent is currently moving towards. More...
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Vector3 | TargetPoint [get] |
| Current waypoint that the agent is moving towards. More...
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bool | TargetReached [get] |
| True if the end of the path has been reached. More...
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bool | traversingOffMeshLink [get, protected set] |
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bool | TraversingSpecial [get] |
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Vector3 | Velocity [get] |
| Current velocity of the agent. More...
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float | centerOffset [get, set] |
| Offset along the Y coordinate for the ground raycast start position. More...
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Vector3 | desiredVelocity [get] |
| Velocity that this agent wants to move with. More...
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Vector3 | destination [get, set] |
| Position in the world that this agent should move to. More...
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bool | isStopped [get, set] |
| Gets or sets if the agent should stop moving. More...
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System.Action | onSearchPath [get, set] |
| Called when the agent recalculates its path. More...
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Vector3 | position [get] |
| Position of the agent. More...
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abstract bool | reachedDestination [get] |
| True if the ai has reached the destination. More...
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Quaternion | rotation [get] |
| Rotation of the agent. More...
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bool | rotationIn2D [get, set] |
| If true, the forward axis of the character will be along the Y axis instead of the Z axis. More...
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virtual bool | shouldRecalculatePath [get] |
| True if the path should be automatically recalculated as soon as possible. More...
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Transform | target [get, set] |
| Target to move towards. More...
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bool | usingGravity [get, set] |
| Indicates if gravity is used during this frame. More...
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Vector3 | velocity [get] |
| Actual velocity that the agent is moving with. More...
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int Util.IEntityIndex. | EntityIndex [get, set] |
| Internal entity index used by #BurstBatchHelper. More...
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int | EntityIndex [get, set] |
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bool | canMove [get, set] |
| Enables or disables movement completely. More...
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bool | canSearch [get, set] |
| Enables or disables recalculating the path at regular intervals. More...
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Vector3 | desiredVelocity [get] |
| Velocity that this agent wants to move with. More...
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Vector3 | destination [get, set] |
| Position in the world that this agent should move to. More...
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bool | hasPath [get] |
| True if this agent currently has a path that it follows. More...
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float | height [get, set] |
| Radius of the agent in world units. More...
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bool | isStopped [get, set] |
| Gets or sets if the agent should stop moving. More...
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float | maxSpeed [get, set] |
| Max speed in world units per second. More...
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System.Action | onSearchPath [get, set] |
| Called when the agent recalculates its path. More...
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bool | pathPending [get] |
| True if a path is currently being calculated. More...
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Vector3 | position [get] |
| Position of the agent. More...
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float | radius [get, set] |
| Height of the agent in world units. More...
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bool | reachedDestination [get] |
| True if the ai has reached the destination. More...
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bool | reachedEndOfPath [get] |
| True if the agent has reached the end of the current path. More...
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float | remainingDistance [get] |
| Remaining distance along the current path to the end of the path. More...
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Quaternion | rotation [get] |
| Rotation of the agent. More...
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Vector3 | steeringTarget [get] |
| Point on the path which the agent is currently moving towards. More...
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Vector3 | velocity [get] |
| Actual velocity that the agent is moving with. More...
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